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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-18 19:37:05 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-08 00:35:12 +0300
commit26f39e6359d1db85509a0ee1077b6d0af122a456 (patch)
tree1919525e00082a698f997dac61c7c8ee9b7f7451 /release
parentf79f38673145c716f9a693084b0bc4c4873e66c1 (diff)
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
1 files changed, 1 insertions, 0 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index bee6ae80590..8a8032e5bfb 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -207,6 +207,7 @@ shader_node_categories = [
NodeItem("ShaderNodeTangent"),
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeWireframe"),
+ NodeItem("ShaderNodeBevel"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeParticleInfo"),